<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/">
  <channel>
    <title>Models, Animations, and Particle Effects</title>
    <description>Everything to do with modelling and animation in ToEE can be found here.</description>
    <pubDate>Sat, 18 Apr 2026 22:17:09 +0000</pubDate>
    <lastBuildDate>Sat, 18 Apr 2026 22:17:09 +0000</lastBuildDate>
    <generator>Circle of Eight Modding Community - The Temple of Elemental Evil</generator>
    <link>https://co8.org/community/forums/models-animations-and-particle-effects.19/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://co8.org/community/forums/models-animations-and-particle-effects.19/index.rss"/>
    <item>
      <title>Particle System Tutorial: 2016 Edition</title>
      <pubDate>Tue, 06 Feb 2024 18:47:14 +0000</pubDate>
      <link>https://co8.org/community/threads/particle-system-tutorial-2016-edition.11973/</link>
      <guid>https://co8.org/community/threads/particle-system-tutorial-2016-edition.11973/</guid>
      <author>invalid@example.com (WinstonShnozwick)</author>
      <dc:creator>WinstonShnozwick</dc:creator>
      <content:encoded><![CDATA[This is intended to be a complete beginner&#039;s tutorial for understanding and using the particle system in ToEE to modify and create your own new effects. It is based off of the previous tutorial by <a href="https://co8.org/community/members/8046/" class="username" data-user="8046, @vampiricpuppy">@vampiricpuppy</a>, so a large amount of credit goes to him and his sources of inspiration. Make sure to click on any of the images to enlarge, and if you cannot view them, you may need to create an account on these Co8 forums.<br />
<br />



<div class="bbCodeBlock bbCodeQuote" data-author="vampiricpuppy">
	<aside>
		
			<div class="attribution type">vampiricpuppy said:
				
			</div>
		
		<blockquote class="quoteContainer"><div class="quote">Particle effects in ToEE are...</div><div class="quoteExpand">Click to expand...</div></blockquote>
	</aside>
</div><a href="https://co8.org/community/threads/particle-system-tutorial-2016-edition.11973/" class="internalLink">Particle System Tutorial: 2016 Edition</a>]]></content:encoded>
      <slash:comments>18</slash:comments>
    </item>
    <item>
      <title>SKM moddified Texture refinement pics</title>
      <pubDate>Mon, 18 May 2020 03:52:32 +0000</pubDate>
      <link>https://co8.org/community/threads/skm-moddified-texture-refinement-pics.11599/</link>
      <guid>https://co8.org/community/threads/skm-moddified-texture-refinement-pics.11599/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[<span style="color: lime"><span style="font-size: 10px"><br />
these are a collection of SKM (modified) models given some updated texture work, from their<br />
base packages<br />
<br />
<img src="http://www.co8.org/forum/attachment.php?attachmentid=8574&amp;stc=1&amp;d=1431834169" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://www.co8.org/forum/attachment.php?attachmentid=8574&amp;stc=1&amp;d=1431834169" /><br />
<br />
<br />
all these SKM works where created using the recent SKM toolset<br />
I had created some 2 years ago.<br />
<br />
the skmtool set simply does all the hex and data work with bones for skeletol rigs<br />
and allows easy mobility (and translations back) to/from 3d CAD programs into TOEE; CADS  like...</span></span><br />
<br />
<a href="https://co8.org/community/threads/skm-moddified-texture-refinement-pics.11599/" class="internalLink">SKM moddified Texture refinement pics</a>]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>skimpytemple mod</title>
      <pubDate>Fri, 09 Nov 2018 23:37:00 +0000</pubDate>
      <link>https://co8.org/community/threads/skimpytemple-mod.12912/</link>
      <guid>https://co8.org/community/threads/skimpytemple-mod.12912/</guid>
      <author>invalid@example.com (Badsirbrian)</author>
      <dc:creator>Badsirbrian</dc:creator>
      <content:encoded><![CDATA[I created a file called skimpytemple.zip with my custom .tga meshes and posted it on moddb for anyone who is interested. Right now it is mostly applicable to human females, I haven&#039;t gone through the other races yet.  The readme.txt lists the skins/meshes which includes updating the female nude model, updated several female armors, mystic garb silk and cloak of elvenkind becomes transparent, cloak of arachnidia has artwork modified, and I changed some of the hair into gradients/different...<br />
<br />
<a href="https://co8.org/community/threads/skimpytemple-mod.12912/" class="internalLink">skimpytemple mod</a>]]></content:encoded>
      <slash:comments>11</slash:comments>
    </item>
    <item>
      <title>3DS Max Import/Export plugin</title>
      <pubDate>Sat, 21 Jul 2018 15:06:10 +0000</pubDate>
      <link>https://co8.org/community/threads/3ds-max-import-export-plugin.3932/</link>
      <guid>https://co8.org/community/threads/3ds-max-import-export-plugin.3932/</guid>
      <author>invalid@example.com (Leksey)</author>
      <dc:creator>Leksey</dc:creator>
      <content:encoded><![CDATA[I have completed first version of 3DS Max plugin(versions 7.0 and 8.0 supported) for ToEE.<img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie7" alt=":p" title="Stick Out Tongue    :p" />eace: <br />
You can get it here: 

	<a href="https://co8.org/community/attachments/1738/" target="_blank">View attachment 1738</a>
	
<br />
<br />
I have created my first mod using it<img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" />  Rolling-Pin is really great weapon for woman <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" />)<br />
Ah Greatsword was crashed, but still works <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" />  And GreatAxe have an text &quot;ToEE&quot; on it but it is not visible well...<br />
Not only weapons can be created!<br />


	<a href="https://co8.org/community/attachments/1709/" target="_blank">View attachment 1709</a>
	
<br />
<br />
Some instructions:<br />
1. Copy ToeeImpExp.dle in plugins folder of 3DS Max.<br />
2....<br />
<br />
<a href="https://co8.org/community/threads/3ds-max-import-export-plugin.3932/" class="internalLink">3DS Max Import/Export plugin</a>]]></content:encoded>
      <slash:comments>75</slash:comments>
    </item>
    <item>
      <title>Xfiles by xvicious</title>
      <pubDate>Wed, 11 Apr 2018 16:41:59 +0000</pubDate>
      <link>https://co8.org/community/threads/xfiles-by-xvicious.11296/</link>
      <guid>https://co8.org/community/threads/xfiles-by-xvicious.11296/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[ALL IN ONE TOEE or KOTB 3d MODEL MODS DOWNLOADS HERE<br />
<br />
Moathouse fly through<br />
<a href="https://co8.org/community/attachments/moviemh-zip.6954/" class="internalLink">https://co8.org/community/attachments/moviemh-zip.6954/</a><br />
<img src="http://www.sjacob.org/home/xfiles/intro3a.gif" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://www.sjacob.org/home/xfiles/intro3a.gif" /><br />
<span style="color: lime"><br />
I am Posting this thread to show a complete backup list of zips files that<br />
I have on my PC that have to deal with NEW SKM file Models, prodjects, texture maps<br />
RULES MODS and such that I had done in the past 2 years.<br />
<br />
these files are free to download and use, given the following...</span><br />
<br />
<a href="https://co8.org/community/threads/xfiles-by-xvicious.11296/" class="internalLink">Xfiles by xvicious</a>]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>Ninja Gear for TOEE</title>
      <pubDate>Sun, 22 Oct 2017 14:19:56 +0000</pubDate>
      <link>https://co8.org/community/threads/ninja-gear-for-toee.11370/</link>
      <guid>https://co8.org/community/threads/ninja-gear-for-toee.11370/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[preview : for members only<br />
<img src="http://www.co8.org/forum/attachment.php?attachmentid=8268&amp;stc=1&amp;d=1413913852" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://www.co8.org/forum/attachment.php?attachmentid=8268&amp;stc=1&amp;d=1413913852" /><br />
<br />
<br />
I am puting here some mods to make your monk or rogue look more like a<br />
ninja assasin.<br />
<br />
right now I have the male human (black color) version only prepared.<br />
if I update this, It will include male/female versions<br />
<br />
<br />
description:<br />
the hood has been givin a more masked look, by redrawing the model in 3d cad.<br />
to appear like it covers the mouth and nose, and is open for the eyes only....<br />
<br />
<a href="https://co8.org/community/threads/ninja-gear-for-toee.11370/" class="internalLink">Ninja Gear for TOEE</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>SKMToolSet , Last Chance</title>
      <pubDate>Mon, 20 Mar 2017 04:02:58 +0000</pubDate>
      <link>https://co8.org/community/threads/skmtoolset-last-chance.10499/</link>
      <guid>https://co8.org/community/threads/skmtoolset-last-chance.10499/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[***<br />
<br />
With the SKM TOOL set you can do the following,<br />
conversions to edit existing models in TOEE<br />
<br />
<br />
Model files Conversions:<br />
(TOEE MODEL FILE FORMAT) SKM<br />
*.SKM to -&gt; wave front  *.OBJ (3d cad model)<br />
*.SKM to -&gt; Anim8or *.an8 (3d CAD Model)<br />
<br />
[edit]<br />
<br />
EXAMPLE: HYDRA CONVERTED INTO 1 HEAD BLACK DRAGON<br />
<img src="http://mathias916.tripod.com/drgn_blk.jpg" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://mathias916.tripod.com/drgn_blk.jpg" /><br />
<br />
!!! WARNING use at own risk!!!<br />
<br />
SKMTOOL-set v1.2.1 was designed and coded (finalised) and compiled by XVicious in years 2012-2013 A.D.<br />
<br />
UML -...<br />
<br />
<a href="https://co8.org/community/threads/skmtoolset-last-chance.10499/" class="internalLink">SKMToolSet , Last Chance</a>]]></content:encoded>
      <slash:comments>22</slash:comments>
    </item>
    <item>
      <title>Royal Armor Appearance</title>
      <pubDate>Mon, 31 Oct 2016 22:54:46 +0000</pubDate>
      <link>https://co8.org/community/threads/royal-armor-appearance.11993/</link>
      <guid>https://co8.org/community/threads/royal-armor-appearance.11993/</guid>
      <author>invalid@example.com (Gwydion25)</author>
      <dc:creator>Gwydion25</dc:creator>
      <content:encoded><![CDATA[Hello there! I wanted to change the appearance of Royal Armor to look like the Gilded Plate Armor. I tried editing the model in protos.tab but it did not change ingame. Can someone here teach me? I&#039;m new to this kind of stuff. <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie8" alt=":D" title="Big Grin    :D" />]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Particle System Tutorial</title>
      <pubDate>Mon, 12 Sep 2016 23:54:58 +0000</pubDate>
      <link>https://co8.org/community/threads/particle-system-tutorial.7317/</link>
      <guid>https://co8.org/community/threads/particle-system-tutorial.7317/</guid>
      <author>invalid@example.com (vampiricpuppy)</author>
      <dc:creator>vampiricpuppy</dc:creator>
      <content:encoded><![CDATA[I have decided to write a tutorial for the use of the in-game particle system. This tutorial is based upon my researching other people&#039;s findings, as well as a couple of my own, but for the most part, i take very little credit for the information contained herein <img src="styles/default/xenforo/clear.png" class="mceSmilieSprite mceSmilie1" alt=":)" title="Smile    :)" />. Much of the groundwork was done by other people, i am simply trying to create a primer tutorial for getting started with particle effects.<br />
<br />
So, big thankyou to all the people who have worked on spell effects and spells in the...<br />
<br />
<a href="https://co8.org/community/threads/particle-system-tutorial.7317/" class="internalLink">Particle System Tutorial</a>]]></content:encoded>
      <slash:comments>34</slash:comments>
    </item>
    <item>
      <title>Are new models and animations now possible?</title>
      <pubDate>Mon, 05 Sep 2016 03:44:59 +0000</pubDate>
      <link>https://co8.org/community/threads/are-new-models-and-animations-now-possible.8435/</link>
      <guid>https://co8.org/community/threads/are-new-models-and-animations-now-possible.8435/</guid>
      <author>invalid@example.com (Sitra Achara)</author>
      <dc:creator>Sitra Achara</dc:creator>
      <content:encoded><![CDATA[I understand that a while back, we were limited to modelling objects with 1 bone only. This rendered new monsters, containers etc. beyond our reach.<br />
<br />
But from what I gather, in the past year the file formats have been cracked. Is it possible now to create a max/blender plugin to import / export animations? And are there still artists around to create content with said plugin?]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>Adding new monsters tutorial</title>
      <pubDate>Sat, 14 May 2016 18:49:06 +0000</pubDate>
      <link>https://co8.org/community/threads/adding-new-monsters-tutorial.11307/</link>
      <guid>https://co8.org/community/threads/adding-new-monsters-tutorial.11307/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[<span style="color: Red"><span style="font-size: 12px">This will be a tutorial for adding a new monster into toee.<br />
<br />
<br />
 <br />
<br />
<span style="font-size: 15px"><br />
must Sign in or Register to the CO8 Forum to see pictures attached to this thread!<br />
</span><br />
I will be using the original Dragons I created in this tutorial, and<br />
I will to show you the reader how I had done this.<br />
<br />
the XV dragons where EDited Hydra versions, were 4 of the heads was cut out of the original hydra model and sown a new neck around the center head. Some of the points on the shoulders was...</span></span><br />
<br />
<a href="https://co8.org/community/threads/adding-new-monsters-tutorial.11307/" class="internalLink">Adding new monsters tutorial</a>]]></content:encoded>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Commandoes modern combat run Toee</title>
      <pubDate>Sat, 23 Apr 2016 04:38:00 +0000</pubDate>
      <link>https://co8.org/community/threads/commandoes-modern-combat-run-toee.11807/</link>
      <guid>https://co8.org/community/threads/commandoes-modern-combat-run-toee.11807/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[<img src="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQj3SD4t4aSP5Mxpj9rvjaEBe_kXOVJID6tn-kulIRLZPk6o7Mk" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQj3SD4t4aSP5Mxpj9rvjaEBe_kXOVJID6tn-kulIRLZPk6o7Mk" /><br />
<br />
<br />
I was thinkin of a fun mod that could be done.<br />
<br />
I wanted to make some swat and combat gear for armor<br />
<br />
and make modern weapons such machine guns semi auto handguns sub-9m guns<br />
<br />
and grenades and smoke nades and flash and HE .<br />
<br />
so the PC party would be geared to be from the future and nothing else.<br />
<br />
maybe make for a fun run through that would be just different.<br />
<br />
--------------...<br />
<br />
<a href="https://co8.org/community/threads/commandoes-modern-combat-run-toee.11807/" class="internalLink">Commandoes modern combat run Toee</a>]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Base model locations?</title>
      <pubDate>Mon, 22 Feb 2016 04:53:47 +0000</pubDate>
      <link>https://co8.org/community/threads/base-model-locations.11695/</link>
      <guid>https://co8.org/community/threads/base-model-locations.11695/</guid>
      <author>invalid@example.com (vinzs852)</author>
      <dc:creator>vinzs852</dc:creator>
      <content:encoded><![CDATA[Question:<br />
<br />
Where are the base character models for male, female stored at?<br />
<br />
I can easily locate all of the armor and weapon .skm&#039;s but can&#039;t find the core models.<br />
<br />
Any help would be greatly appreciated.<br />
<br />
Thank you.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>HEX 101 math</title>
      <pubDate>Fri, 01 May 2015 21:08:13 +0000</pubDate>
      <link>https://co8.org/community/threads/hex-101-math.11585/</link>
      <guid>https://co8.org/community/threads/hex-101-math.11585/</guid>
      <author>invalid@example.com (XVicious)</author>
      <dc:creator>XVicious</dc:creator>
      <content:encoded><![CDATA[INTRODUCTION TO HEX<br />
<br />
Hex 101 - base numbers overview <br />
<br />
-hex is a base 16 expression of numberical values.<br />
regular numbers are base 10, i.e. 1 10 20 30 40 (decimal).<br />
hex was  derived from binary coded decimal (BCD)<br />
<br />
binary coded decimal placement bit value<br />
8 4 2 1<br />
--------<br />
1 1 1 1  = 15<br />
F = 15<br />
F = 1 1 1 1 binary<br />
<br />
hex characters<br />
0 1 2 3 4 5 6 7 8 9 A B C D E F<br />
<br />
hex numerical value equavalent<br />
0 - 9 = 0 - 9<br />
A = 10<br />
B = 11<br />
C = 12<br />
D = 13<br />
E = 14<br />
F = 15...<br />
<br />
<a href="https://co8.org/community/threads/hex-101-math.11585/" class="internalLink">HEX 101 math</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>TOEE Importer &amp; Exporter for 3dsmax2010 32bits with SP1</title>
      <pubDate>Fri, 21 Nov 2014 07:51:07 +0000</pubDate>
      <link>https://co8.org/community/threads/toee-importer-exporter-for-3dsmax2010-32bits-with-sp1.11394/</link>
      <guid>https://co8.org/community/threads/toee-importer-exporter-for-3dsmax2010-32bits-with-sp1.11394/</guid>
      <author>invalid@example.com (corprus)</author>
      <dc:creator>corprus</dc:creator>
      <content:encoded><![CDATA[Download link here: 

	<a href="https://co8.org/community/attachments/8310/" target="_blank">View attachment 8310</a>
	
<br />
<br />
It is a modified version of Leksey&#039;s impexp plugin for 3dsmax, recompiled for max2010 with patch sp1. It supports multi-material, skinned mesh import export now. Also fixed the texcoords and vertex normals missing problem.]]></content:encoded>
    </item>
  </channel>
</rss>
